vec3 SurfaceColor = vec3(0.75, 0.75, 0.75);
vec3 WarmColor    = vec3(0.6, 0.6, 0.0);
vec3 CoolColor    = vec3(0.0, 0.0, 0.6);
float DiffuseWarm = 0.45;
float DiffuseCool = 0.045;

varying float NdotL;
varying vec3 ReflectVec;
varying vec3 ViewVec;

void main() {
	vec3 kcool		= min(CoolColor + DiffuseCool * SurfaceColor, 1.0);
	vec3 kwarm		= min(WarmColor + DiffuseWarm * SurfaceColor, 1.0);
	vec3 kfinal		= mix(kcool, kwarm, NdotL);

	vec3 nreflect	= normalize(ReflectVec);
	vec3 nview		= normalize(ViewVec);

	float spec		= max(dot(nreflect, nview), 0.0);
	spec				= pow(spec, 32.0);

	gl_FragColor 	= vec4(min(kfinal + spec, 1.0), 1.0);

}